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D3D9
[RpTeam]

D3D9 platform specific documentation for RpTeam.

D3D9 Shadows Use the Stencil Buffer

The D3D9 implementation of RpTeam makes use of the stencil buffer to create shadows. For it to work properly, you must clear the stencil buffer to 0 when you clear the main camera's raster. You can do this with this code:

 #if (defined (D3D9_DRVMODEL_H))
     RwD3D9SetStencilClear(0);

     RwCameraClear(Camera, &BackgroundColor,
                  rwCAMERACLEARZ | rwCAMERACLEARIMAGE | rwCAMERACLEARSTENCIL );
 #else
     RwCameraClear(Camera, &BackgroundColor,
                  rwCAMERACLEARZ | rwCAMERACLEARIMAGE );
 #endif
 

D3D9 Compatibility Matrix

Listed below are the supported D3D9 options for RpTeam.

                           SUPPORTED
   LIGHTING
   Ambient                    Yes
   Directional                Yes
   Other                       No

   SKINNING
   Maximum Weights              2

   MATERIAL EFFECTS
   Dual                    Soft/Hard
   Environmental           Soft/Hard
   Other

   GEOMETRY PROPERTIES
   Pre-light color             No
   Pre-light color alpha       No
   Material color             Yes
   Material color alpha       Yes

   FOG                        Yes
   


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